#include "ent_cs.qh"
-#include <common/gamemodes/_mod.qh>
-#include <common/resources.qh>
-#ifdef SVQC
-#include <server/resources.qh>
+
+#if defined(CSQC)
+ #include <common/gamemodes/_mod.qh>
+ #include <common/resources/resources.qh>
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include <common/gamemodes/_mod.qh>
+ #include <common/resources/resources.qh>
+ #include <common/resources/sv_resources.qh>
#endif
REGISTRY(EntCSProps, BITS(16) - 1)
-#define EntCSProps_from(i) _EntCSProps_from(i, NULL)
REGISTER_REGISTRY(EntCSProps)
REGISTRY_SORT(EntCSProps)
REGISTRY_CHECK(EntCSProps)
+
+REGISTRY_DEFINE_GET(EntCSProps, NULL)
STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
// these entcs_props ids need to be referenced directly
int ENTCS_PROP_ENTNUM_id = 0;
int ENTCS_PROP_ORIGIN_id = 0;
+int ENTCS_PROP_HEALTH_id = 0;
STATIC_INIT(EntCSProps_setglobalids)
{
FOREACH(EntCSProps, true, {
- if (it.registered_id == "ENTCS_PROP_ENTNUM")
- ENTCS_PROP_ENTNUM_id = it.m_id;
- if (it.registered_id == "ENTCS_PROP_ORIGIN")
- ENTCS_PROP_ORIGIN_id = it.m_id;
+ if (it.registered_id == "ENTCS_PROP_ENTNUM") ENTCS_PROP_ENTNUM_id = it.m_id;
+ if (it.registered_id == "ENTCS_PROP_ORIGIN") ENTCS_PROP_ORIGIN_id = it.m_id;
+ if (it.registered_id == "ENTCS_PROP_HEALTH") ENTCS_PROP_HEALTH_id = it.m_id;
});
}
.void(entity ent) m_receive;
#ifdef SVQC
-#define _ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
- void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop)); } \
+#define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
+ void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
this.m_public = ispublic; \
this.m_send = id##_send; \
}
-#define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
- bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop)); } \
- _ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive)
+#define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
+ bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
+ _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
-#define ENTCS_PROP_CODED(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
+#define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
bool id##_check(entity ent, entity player) { \
- return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop)) / decfactor); \
+ return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
} \
- _ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive)
+ _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
#elif defined(CSQC)
-#define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
+#define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
void id##_receive(entity ent) { LAMBDA(clreceive); } \
REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
this.m_public = ispublic; \
this.m_receive = id##_receive; \
}
-#define ENTCS_PROP_CODED(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
- ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive)
+#define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
+ ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
#endif
#ifdef SVQC
strcpy(var, x); \
MACRO_END
-ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
+ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
-ENTCS_PROP(ORIGIN, false, origin, ENTCS_SET_NORMAL,
+ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
{ WriteVector(chan, ent.origin); },
{ ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
#define DEC_FACTOR (360 / 32)
-ENTCS_PROP_CODED(ANGLES, false, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
+ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
{ WriteByte(chan, ent.angles.y / DEC_FACTOR); },
{ vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
#undef DEC_FACTOR
{ SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
#undef DEC_FACTOR
-ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING,
+ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
{ WriteString(chan, ent.netname); },
{ strcpy(ent.netname, ReadString()); })
-ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL,
+ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
{ WriteString(chan, ent.model); },
{ strcpy(ent.model, ReadString()); })
-ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL,
+ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
{ WriteByte(chan, ent.skin); },
{ ent.skin = ReadByte(); })
-ENTCS_PROP(CLIENTCOLORS, true, clientcolors, ENTCS_SET_NORMAL,
+ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
{ WriteByte(chan, ent.clientcolors); },
{ ent.colormap = ReadByte(); })
-ENTCS_PROP(FRAGS, true, frags, ENTCS_SET_NORMAL,
+ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
{ WriteShort(chan, ent.frags); },
{ ent.frags = ReadShort(); })
+// use sv_solid to avoid changing solidity state of entcs entities
+ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
+ { WriteByte(chan, ent.sv_solid); },
+ { ent.sv_solid = ReadByte(); })
+
#ifdef SVQC
- int ENTCS_PUBLICMASK = 0;
+ int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0;
STATIC_INIT(ENTCS_PUBLICMASK)
{
- FOREACH(EntCSProps, it.m_public,
+ FOREACH(EntCSProps, true,
+ {
+ if (it.m_public)
+ ENTCS_PUBLICMASK |= BIT(it.m_id);
+ else
+ ENTCS_PRIVATEMASK |= BIT(it.m_id);
+ });
+ }
+
+ void entcs_update_players(entity player)
+ {
+ FOREACH_CLIENT(it != player && IS_PLAYER(it),
{
- ENTCS_PUBLICMASK |= BIT(it.m_id);
+ CS(it).entcs.SendFlags |= ENTCS_PRIVATEMASK;
});
}
do {
if (IS_PLAYER(player))
{
- if (radar_showennemies) break;
+ if (radar_showenemies) break;
if (SAME_TEAM(to, player)) break;
- if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
+ if (!(IS_PLAYER(to) || INGAME(to))) break;
}
sf &= ENTCS_PUBLICMASK; // no private updates
} while (0);
WriteShort(chan, sf);
FOREACH(EntCSProps, sf & BIT(it.m_id),
{
- it.m_set(this, player);
it.m_send(chan, this);
});
return true;
void entcs_think(entity this)
{
this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
- entity o = this.owner;
- FOREACH(EntCSProps, it.m_check(this, o),
+ entity player = this.owner;
+ FOREACH(EntCSProps, it.m_check(this, player),
{
+ it.m_set(this, player);
this.SendFlags |= BIT(it.m_id);
});
- setorigin(this, this.origin); // relink
+
+ if (intermission_running)
+ {
+ // health is set to special values after the game ends, ignore any change
+ this.SendFlags &= ~BIT(ENTCS_PROP_HEALTH_id);
+ }
+
+ // always send origin of players even if they stand still otherwise
+ // if a teammate isn't in my pvs and his health (or view angle or name
+ // etc...) changes then his tag disappears
+ if (IS_PLAYER(this.owner))
+ this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id);
+
+ // not needed, origin is just data to be sent
+ //setorigin(this, this.origin); // relink
}
void entcs_attach(entity player)
{
- entity e = CS(player).entcs = new(entcs_sender);
+ entity e = CS(player).entcs = new_pure(entcs_sender);
e.owner = player;
setthink(e, entcs_think);
e.nextthink = time;
Net_LinkEntity(e, false, 0, entcs_send);
+ // NOTE: the following code block has been disabled as a workaround for https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1824
+#if 0
+ if (!IS_REAL_CLIENT(player)) return;
+ FOREACH_CLIENT(true, {
+ assert(CS(it).entcs);
+ _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
+ });
+#endif
}
void entcs_detach(entity player)
entity e = CSQCModel_server2csqc(this.sv_entnum);
if (e == NULL)
{
+ // player model is NOT in client's PVS
+ InterpolateOrigin_Do(this);
this.has_origin = this.has_sv_origin;
return;
}
this.has_origin = true;
+ // when a player model is in client's PVS we use its origin directly
+ // (entcs networked origin is overriden)
this.origin = e.origin;
+ InterpolateOrigin_Reset(this);
+ setorigin(this, this.origin);
// `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
if (this.model != e.model)
{
{
if (!this)
// initial = temp
- e = new_pure(entcs_receiver);
+ e = new_pure(ENT_CLIENT_ENTCS);
else
// initial = linked
e = this;
if (isnew)
{
make_pure(this);
- this.classname = "entcs_receiver";
this.entremove = Ent_RemoveEntCS;
}
return ReadEntcs(this);